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STRANGE REVELATIONS

TEN INSTANT ADVENTURES FOR THE STRANGE

BRUCE R. CORDELL
INTRODUCTION

If you’ve heard about, played, or been a game master for Weird Discoveries: Ten Instant Adventures
for Numenera, then you probably have a pretty good idea of what’s in store for you inside this
Throughout this book. Weird Discoveries proved to be incredibly popular—so popular, in fact, that I realized I’d be a
book, you’ll see fool if I didn’t “steal” the format for my next book of adventures for The Strange. Which is exactly
page references what I did, and it’s what you’re reading now. You’re welcome.
to various items In case you need a refresher, Instant Adventures are designed for when you’d love to suggest
accompanied playing an RPG for the evening, but no one has planned anything ahead of time. Wouldn’t it be
by this symbol. amazing if you could say, “Hey, I know—let’s play The Strange,” without any preparation? What if you
These are page could sit down at the table, hand out some pregenerated characters, and—in the time it takes the
references to The players to get familiar with their characters—be ready to run a scenario that will last the evening?
Strange corebook,
That question, along with the desire to avoid linear adventures that railroad the player
where you can find
characters down a single path with no room for variation, is what led Monte Cook to develop the
additional details
Instant Adventures format. It allows players to go where they want to go, do what they want to do,
about that item,
place, creature, or and find interest in whatever they want. At the same time, it allows the GM to guide things along
concept. It isn’t at least enough so that the group doesn’t spin its wheels and get frustrated. This means that in
necessary to look each scenario, certain key factors—which we just call keys—are identified to create a possible
up the referenced throughline so that something interesting happens while everyone’s at the table.
items in the To make it all work, the scenario write-ups are short. Even though we include a few extra pages
corebook; it’s an of additional notes and fun details for people who want to use these scenarios outside of our
optional way to low-prep goal, we still pack a lot of adventure information into a relatively modest space. Each
learn more about adventure is essentially two pages of preparation and salient points, two pages of solid adventure
the game and material, and two pages of additional notes if the GM has more time or wants to incorporate the
provide additional adventure into a longer campaign.
information to The book also has Show ’Ems that go with each adventure. These images are designed to be
your players. shown to your players at just the moment they come upon a particular scene in the adventure.
Show ’Ems are found starting on page 72.
The scenarios in Strange Revelations ask the GM to do a little improvisational game mastering so
she can take a very brief encounter write-up and flesh it out as needed. But frankly, every GM is called
Keys, page 6 upon to do that already in normal games. Rather than a designer trying to cover every contingency
or crazy scheme the players might cook up, we think it’s better to arm the GM with the basics and
For ease of use, this book let her come up with more when needed. If the PCs sneak by the maniac car-driving Valkyries in
includes The Strange Cheat Cannibal Wasteland, for example, a lengthy discussion of their battle tactics isn’t really needed.
Sheet (page 82) and six All of which means that we’ve essentially fashioned a new way to present and use published
pregenerated characters adventures. The wild success of Weird Discoveries shows that Instant Adventures are easy and fun
(page 83). GMs should feel to run. We hope that you find that to be true as well.
free to copy or print these
tools ahead of time for
players.

4
NEW FOCI 1
WEARS A STEAM-POWERED SUIT Tier 4: Reinforced Armor. You gain +1 to Armor
You possess a delightfully jemmy suit of armor (for a total of +3 to Armor) while in your steam- Wears a Steam-Powered
powered by steam. The suit is fitted to you powered suit. Enabler. Suit GM Intrusions: The
perfectly and grants bricky abilities that others suit won’t come off. A foe
pierces the boiler, and it
can only dream about. Covering you from head Tier 5: Steam Flight (3 Speed points). You can begins leaking water. Your
to foot, your suit is more than mere butter vent steam through your suit’s jet nozzles, suit burns you after running
upon bacon; it protects you, enhances you, allowing you to fly for one minute. You can carry too hot.
and indeed, sir or madam, makes of you a truly up to one other creature of your size with you.
stylish toff. Action to initiate.
Vectors are most likely to wear steam-
powered suits. Tier 6: Juggernaut (5 Might points). Until the
Connection: If this is your starting focus, end of the next round, you can move through
choose one of the following connections. solid objects such as doors and walls. Only 2
1. Pick one other PC. You created your suit, feet (60 cm) of wood, 1 foot (30 cm) of stone,
or a component of your suit, based on an idea or 6 inches (15 cm) of metal can stop your
first suggested by that character. movement if you fail a difficulty 3 Might roll.
2. Pick one other PC. She’s the only one who The difficulty increases by one step for each
knows who you are when you’re not wearing additional foot (for wood or stone) or inch (for
your suit. metal). Enabler.
3. Pick one other PC. The steam plumes from
your armor scalded that character once, and
she still bears the scar.
4. Pick one other PC. That character helped
you craft the steam boiler that powers your suit.
Equipment: Steam-powered suit, street
clothes, toolkit, and debt equal to 20 pounds.
Minor Effect Suggestion: You release a burst
of steam from your suit that modifies the next
action attempted by your foe by one step to its
detriment.
Major Effect Suggestion: Your steam-powered
suit performs better than expected, and you
gain an asset to Speed defense rolls for one
round.

Tier 1: Steam-Powered Suit. Your steam-


powered suit is effectively medium armor
(+2 to Armor), but you suffer no Might cost
or Speed reduction penalties for wearing it.
Furthermore, you are practiced in using your
gauntleted fists as medium weapons. Enabler.
Armor-Assisted Action. While wearing your
special suit, you gain +1 to your Might Edge.
Enabler.

Tier 2: Steam-Powered Punch. You deal 1


additional point of damage with melee attacks
when wielding a weapon, or 2 additional points
of damage with an unarmed attack. Enabler.

Tier 3: Steam Blast (2 Speed points). Up to two


targets you select within immediate range are
subjected to a boiling-hot steam blast attack
that inflicts 5 points of damage. Action.

9
GAME OF SCREAMS
The Game of Screams is an
artifact likely seeded into
BRIEF SUMMARY opens to reveal a wider board on which is painted
the Strange by stories and
The PCs play a Halloween-themed board game a fantastical Halloween-themed city. A single path
movies about malicious purchased from Crow Hollow, but discover it meanders from one edge of the board to the
games with the power to to be an artifact of the Strange with a deadly other, divided into forty-two squares. The box also
suck players into dangerous power over its players. contains a loose card with rules for players, a black
other worlds. twenty-sided die, and seven game pieces: jade
stones carved to resemble Halloween goblins.
DETAILS
The PCs get together to play a board game with STUDYING THE GAME
Gwen Delfino: level 3, their friend Gwen Delfino. Gwen is a recursion Characters trained in Strange lore who study
playing games as level 5 miner; she’s not part of any official organization the game (or who use the paradox Premonition
and travels the Strange looking for treasures, ability) learn that the game is a level 9 artifact
fun, or both. Prior to this evening, one or more of the Strange. Once the game begins, the
of the PCs (or Gwen) purchased the Halloween- board keeps track of its state. If the game is
Recursion miner,
themed board game, Game of Screams, from abandoned for hours or years, when next the
page 156
the market in Crow Hollow. The shop owner box is opened, the pieces from the last game
Crow Hollow, page 242 teased the game as being “haunted” by witches tumble back to their places on the board.
and ghosts and guaranteed it to be a “genuine Learning the following is a difficulty 5 Intellect
Premonition, page 32 artifact of the Strange.” The latter proved true task for someone trained in Strange lore.
because the game, like a cypher, translated with The game is linked to a recursion called
the purchasers back to Earth. Halloween, but trying to use the game as a
The game is set out and begins with a lot of connection to translate directly there is cheating.
laughs, snacks, and drinks. Gwen makes the Players of the game who are pulled into Halloween
first roll: a 1. The crystal dome at the center of as a result of their rolls can’t translate out again
the game lights up with a whirlpool of flickering even if they are quickened; the only way they can
orange light that sucks Gwen into the game. escape is by dealing with the situation they find
She’s gone, as is her playing piece. themselves in, or if the current game is played to
That’s when the PCs realize that to save their completion by players not trapped in the game.
friend, they’ll have to finish the game, all the while
risking further dangers with each roll of the dice.
As game play continues, the PCs discover MOOD SUGGESTION
that entities can emerge from the game to Game of Screams should be spooky and
threaten them, though those entities may haunting. Mood and ambience can be
possess a “Trick” or a “Treat” that a player generated with subtle, lingering descriptions of
needs to claim to win the game. The first the terrors that emerge from the game.
person to reach the end with a Trick and a Treat
wins, and the game ends. Anyone still trapped SALIENT POINTS:
within the game is released, and any creatures • The Game of Screams is linked to a
still loose in the world disappear. malicious Halloween-themed recursion.
• Players can be menaced by Halloween
THE GAME BOX creatures and be drawn into the game. The
The game box is old fashioned in that it is made best way to free trapped players is to finish
of wood, not cardboard, and the top splits and the game.

54
GAME OF SCREAMS 1
• The PCs’ friend Gwen is sucked into the d20 Effect
Game of Screams right as they begin play. 1 Imprisoned. Character is sucked into the game and
• Bats, ghouls, and witches can be released imprisoned in Witch’s Potion Room (playing piece
into the real world by the game, and they disappears while PC locked in game)
must be dealt with.
• The game ends when the first player 2 Cauldron. Character is sucked into the game and is free to
advances her token to the end with both a act in Witch’s Potion Room (playing piece disappears while
Trick and a Treat, which are items gained PC locked in game)
during play. 3–4 Graveyard ghouls*
5–6 Bat swarm*
STARTING POINT 7–8 Witch visit*
Reveal Show ’Em O (page 79) to the players. The 9–10 Carousel of Chance
PCs begin this adventure on Earth, with Earth foci
11–14 Move 3 spaces
active. If possible, replicate the board by copying
it for players to use as an actual game board. 15–17 Move 5 spaces
18–19 Move 7 spaces
GAME OF SCREAMS RULES 20 Player takes a free roll on the Carousel of Chance
The PCs have much less information than the
GM about playing Game of Screams. * These results occur only once. If rolled again, the player is instead treated as having
rolled a 9 or 10, or the GM can fashion a different result that is similarly scary.
RULES FOR PLAYERS
Printed on a loose card is the following: the Trick and the Treat must keep rolling on Making arbitrary decisions
about the effect of a player’s
subsequent turns until she gains what she is roll deepens the mystery for
“Roll the die to move your token. The first missing, another player gives her the required players. In fact, the GM is
one to reach the end with a Trick and a Treat item, or someone else wins. The winner is encouraged to add more
wins. But beware: do not start unless you rewarded with a bonus Halloween-themed arbitrary effects, like screams
bursting from the game,
intend to finish. Finishing is the safest way to cypher that is randomly selected. mist, or other effects not
release those who become trapped.” Cheating: A player who takes a roll out of noted on the table.
turn, who attempts to use the game board as
RULES FOR THE GM a translation connection to Halloween, who Halloween-themed cypher
options: The cypher is
Don’t provide much more insight to the PCs fixes the die or uses telekinesis on it, and so shaped like a skull, ghost, or
than what’s given under Rules for Players and on is penalized by the game. Subtract 10 from carved pumpkin. The cypher
the information a PC can gain by using Strange the result of his cheating die roll and refer to summons a ghoul that serves
the PC for one minute. The
lore. Mystery is good in this case. the table for what happens; results below 1 are cypher summons a rain of
Setup: Photocopy Show ’Em O and use it as treated as 1. candy.
the game board; use coins or other tokens for
playing pieces. Otherwise, players can simulate
their positions on the board by recording their THE WRAP-UP KEYS
starting positions on a central piece of paper. The PCs either finish the
This scenario has two keys, though
Order of Play: All players roll a d20. Highest game or abandon it. If
roll takes the first turn (after Gwen, who rolls a they finish the game (by multiples of each may be available.
20). Play then continues clockwise. someone winning), any All keys translate like a cypher, and
Taking a Turn: On a player’s turn, she rolls the characters and NPCs players immediately recognize them as
d20. The GM determines the results​​according trapped in the game something needed to win the game.
to the ​d20 Effect table, though she can apply are freed and returned.
whichever effect she wishes. If an effect indicates The keys gathered as a Something that counts as a Trick.
that an entity is summoned from the game, it must winning condition are
dealt with before another turn can be taken. PCs sucked back into the Something that counts as a Treat.
can’t use Effort on Game of Screams rolls. New game, but the PCs retain
players can sub in for other players who’ve left the any cyphers or other If an encounter has the potential to
game, and one player can play multiple pieces. rewards obtained. include a key but does not, it may have a
Winning: The winner is the first player whose If the game is few random cyphers instead, depending
piece makes it to the crystal dome (position abandoned, it waits on the flow of the session. Overall, the
42) and who has both the Trick and the Treat until such time as entire scenario should offer the PCs four
(items potentially carried by the ghouls, ghosts, someone else takes it to six cyphers.
and witches encountered in the game). A player up, whereupon play
who makes it to the crystal dome without both continues.

55
1–1O on D20 ROLL
GRAVEYARD GHOULS
3 or 4 on a d20
A troupe (seven in all) of what at first might be mistaken as
children wearing Halloween costumes and masks appears
somewhere near where the Game of Screams is being played,
possibly in a separate room or outside. In fact, the intruders are
ENTERING HALLOWEEN ghouls.
If a character is sucked into the Game of To resolve the turn, the ghouls must be killed or sated with candy,
Screams, the experience begins with a sweets, or other food (the latter requires that the PCs have food
frightening “skydive” into the recursion. The to give and make a difficulty 3 Intellect roll for persuasion). Once
character falls toward a mammoth city lit by all the ghouls are dealt with, the next player can take a turn.
leering pumpkins staring from windows and
atop walls. Bonfires on surrounding hilltops are If the ghouls have the Trick KEY, it appears as a skeleton key in
tended by witch covens, and firefly gleams from one of the ghoul treat bags and remains behind when the ghouls
trick-or-treater candles dot the narrow streets. (or their corpses) dissipate after the PCs successfully resolve the
But before the character can splatter on those turn.
streets, she is sucked into the Witch’s Potions Ghoul: level 3; two claw attacks as a single action inflict 3 points
Room. of damage each; on reaching 0 health, the ghoul immediately
makes one final claw attack before expiring
GM Intrusion: A couple of ghouls appear far enough away to
menace civilian NPCs (level 2) out in the street, in a neighboring
house, or wherever the closest uninvolved NPCs are located.

WITCH’S POTION ROOM


1 or 2 on d20
Three walls of this 15-foot (5 m) square chamber contain shelves jammed with
varicolored potions. Roots in disquieting shapes hang from the ceiling, and
something green bubbles in a central cauldron. A note on the cauldron reads “Drink
Me.” A single door (closed) leads out into a much larger creepy witch mansion.
PCs who arrive on a roll of 1 in the Game of Screams undergo some translation:
they appear stuffed into a 4-inch (10 cm) tall glass vial, one of many potions on the
shelves. The trapped PC can take no other action on his turn (in both senses of the
word) than attempt a difficulty 7 Might task to rock the vial. On a success, the vial
rocks off the shelf and smashes on the floor, releasing the PC. This inflicts 5 points of
damage, but also instantly ejects him from the recursion to his prior position in the
game.
PCs who arrive on a roll of 2 in the Game of Screams (or through any other fashion)
arrive as if through an inapposite gate and can take any action they wish on
subsequent turns (including smash the vial of a trapped fellow game player, releasing
him; Gwen Delfino is also stored here in a vial). The free-to-act PC can search
through the potions (some of which act like random cyphers, as determined by the
GM) or sample the brew; doing the latter inflicts 3 points of Intellect damage and
instantly ejects her from the recursion to her prior position in the game.
If the Treat KEY is here, it is a potion vial labeled Elixir of Treats. A sip restores 1 point
to any Pool; the vial has five sips before it is used up.
GM Intrusion: Something large with airy, wheezing breathing moves out in the hall.
PCs in the potion room must succeed on a difficulty 3 Speed task to remain quiet
enough for the thing to move on. Otherwise, a human-sized doll made only of hair
enters and attacks.
Doll: level 5; strangling attack inflicts 6 points of damage per squeeze; takes double
damage from fire
GAME OF SCREAMS 1
BAT SWARM WITCH VISIT
5 or 6 on a d20 7 or 8 on a d20
A swarm of bats appears somewhere near where the Game A horrific witch appears somewhere near where the Game
of Screams is being played, possibly in a separate room or of Screams is being played, possibly in a separate room or
outside. The bats have tiny faces of human children that cry outside. The witch might try to fool the PCs into thinking she
like infants as they fly (level 5; melee attack inflicts 3 points of is something other than what she is while she assesses their
damage on all targets within immediate range of each other). strengths.
Individually creepy, a swarm of crying bats is terrifying and To resolve the turn, the witch must be killed or her riddle
can strip victims of their flesh in minutes, leaving nothing but answered (the GM should choose a riddle or use this one:
bones. How do you eat a child? Answer: With your mouth). Once the
To resolve the turn, the bat swarm must be killed or sated witch is dealt with, the next player can take a turn.
with candy, sweets, or other food (the latter requires that the If the witch has the Trick KEY or the Treat KEY, it appears as
PCs have food to give and make a difficulty 3 Intellect roll for a potion that remains behind when the witch (or her corpse)
persuasion). Once all the bats are dealt with, the next player dissipates after the PCs successfully resolve the turn. A sip of
can take a turn. the Treat elixir restores 1 point to any Pool, while a sip of the
If the bats have the Treat KEY, it appears as a baby’s rattle Trick elixir only makes the PC think she has restored 1 point.
clutched in one tiny bat hand and remains behind when the The vials each have five sips before they are used up.
bats (or their corpses) dissipate after the PCs successfully Witch: level 5, deception and disguise as level 7, Speed
resolve the turn. defense as level 6 due to familiar (level 1 cat); health 21;
GM Intrusion: A bat tries to force its way into the PC’s mouth attacks include shrivel and charm; can cast spell to gain +11 to
and down his throat; the character must make a difficulty 4 health and +3 to Armor for one minute
Might defense roll to avoid this disturbing result. GM Intrusion: The witch casts a spell on the character. On a
failed difficulty 5 Intellect defense roll, the PC is treated as if
she rolled a 1 on her normal Game of Screams turn.

CAROUSEL OF CHANCE
9 or 10 on a d20
The image of a ghoulish carousel appears in the glass dome of the Game of Screams.
The PC can choose to “take a ride on the carousel” or advance her playing piece by
seven squares. If she chooses the ride, the image of painted wooden horses whirls
around for a few seconds and then stops. To determine the outcome, the PC rolls a
d20. If you have time, read
“More Details” on the
On a 1, the character is treated as if she rolled a 1 on her normal Game of Screams
next page for information
turn. and ideas to enhance this
On 2–12, the character can move forward three spaces or choose to ride the carousel scenario.
again.
On 13–20, she gains a random Halloween-themed cypher, a free one-action recovery
roll, or a KEY. Won items materialize next to the winning player.
If the Treat KEY is present and won as a prize, it’s a small blood pie. If the Trick KEY is
present and won as a prize, it’s a hand buzzer.
GM Intrusion: The character accidentally jostles the board, and everyone has to
make a difficulty 5 Speed defense roll or move back five spaces. On a 1, a character is
treated as if she rolled a 1 on her normal Game of Screams turn.
MORE DETAILS HOUSE ON THE HILL
For a treat bag full of Read this section if you have time. The House on the Hill is the official name for
additional details regarding the “witch mansion” that contains the potion
the recursion of Halloween,
see Worlds Numberless
OTHER HALLOWEEN LOCATIONS room. It’s a large, rambling, haunted structure
and Strange, page 64 As designed, the Game of Screams scenario with many confusing rooms and hallways
doesn’t encourage PCs to wander into (or where wandering visitors are likely to run into
be sucked into) locations other than the bogeymen, hair dolls, ghosts, a witch, or even
Hair doll: level 5; strangling Witch’s Potion Room. However, if a character the witch’s familiar Black Posie (a cat with paws
attack inflicts 6 points of is sucked into the game and the GM wants a like tiny human hands).
damage per squeeze; takes variety of locations, or if the GM wants to draw Characters who roll a 1 and become
double damage from fire
inspiration from other Halloween locations, she imprisoned in a different part of the witch
Ghost: level 4, stealth tasks can consider the following options. mansion might find themselves tied up and
as level 7, tasks related to folded into a huge baking pan that has already
frightening others as level MIDNIGHT CIRCUS been fitted with a thick dough crust, waiting
6; immune to mundane A broad stretch of property in Halloween is set to be slid into a massive brick oven. They can
damage, takes half damage
aside for the Midnight Circus. Hundreds of break free without getting cooked by making a
from most other sources;
short-range Intellect attack patchwork tents, rickety rides, sideshow carts, difficulty 6 Might roll.
inflicts 4 points of ambient games of chance, and sweets dealers move
damage and freezes foe in about from night to night. But the red-and- GRAVEYARD
place; can move through white big top tent is always visible at the center This misty “neighborhood” lies at Halloween’s
solid objects of the sprawl, usually glowing and flashing center. Rutted roads meander around the
with entertainments going on within. Rides, gravestones, mausoleums, and leafless trees.
exhibitions, games, and special events are Wandering them almost assures a character
Graveyard ghouls, page 56 routinely staffed by shrunken carnies whose a run-in with ghosts, spirits, and ghouls that
mouths have been sewn closed. haunt the place, not to mention the Night
Night Watchman: level Characters who roll a 1 and become Watchman—a ghoul with the ability to think
6; two claw attacks as a
imprisoned in the Midnight Circus might be beyond his next meal.
single action inflict 7 points
of damage each; regains 2 forced to serve as a shrunken carny until the Characters who roll a 1 and become
points of health each round transformation can be broken with a difficulty imprisoned in the graveyard find themselves
6 Intellect roll (or with the aid of another
character).
ARTIFACT: GAME OF SCREAMS
Level: 1d6 + 4
Form: Board game in a wooden box with
rules, a d20, and seven playing pieces
Effect: The game is linked to a recursion
called Halloween and mediates effects
between the two locations through
game play. Gaining access to Halloween
through game play changes the
normal rules of translation and travel
to alternate recursions, as described
in the Game of Screams adventure. For
instance, if sucked into the game (and
thus the recursion of Halloween), a
character can’t translate back until she
satisfies a game requirement.
The game has a special property allowing
it to translate between recursions as if
a cypher.
Depletion: 1 in d20 (Roll for depletion after
a game is completed. If depleted, the
game disappears and reappears in a
random recursion.)

58
GAME OF SCREAMS 1
buried in coffins. To escape, first they must duplicates want to free other NPCs trapped in
make a difficulty 3 Might roll to yell loudly the game for reasons of their own.
enough to get the attention of the Night
Watchman. Second, they must convince the
ghoul to let them go (a difficulty 5 Intellect- FURTHER DEVELOPMENT
based task). Read this section after the session is over.
The PCs should earn 2 experience points (XP)
for saving Gwen Delfino, and 2 XP if anyone
USING THIS IN A CAMPAIGN wins the game.
Read this section only if you’re using the The PCs can ask their friend Gwen to join
scenario in a campaign (and thus less likely to them. Given that she’s a quickened recursion
be under time pressure). miner, she could be useful in upcoming
If desired, the Game of Screams could be adventures as a companion or a source
a component of another adventure, and the of information on developments in other
trapped individual could be a fellow operative recursions.
of the Estate (instead of a recursion miner) It’s possible that the witch encountered
who has information or possessions vital to the during a session of the game will wonder what
success of some other related mission. In this the characters are doing squatting around the The Estate, page 148
case, the first (and last) session of the Game game board. If she realizes that the game is a
of Screams played on the Estate campus was portal into her recursion, she becomes curious. Vault, page 153
abandoned when two agents were sucked into If she doesn’t try to abscond with the game
the game, and the board was stored in the Vault. board then and there (treat as a GM intrusion,
Getting permission to retrieve the game and rather than the one indicated), she may later
continue playing it likely requires going all the try to track the board down after she’s given
way to the top of the Estate’s leadership roster. the idea some consideration. In this case, it
In fact, you could use the Game of Screams presumes that she is quickened, which allows
board as the item of interest or key that the her to translate to Earth in some guise other
duplicates in the adventure One Day on than as a gruesome witch and shadow the PCs One Day on Campus,
Campus are so hot to discover. In this case, until she has the opportunity to steal the game. page 42
that adventure would be paused or possibly Alternatively, she may wait until the PCs need
continue in conjunction with resolving a an ally and show up offering her aid, but only in
session of Game of Screams because the return for the Game of Screams.

59
SHOW ’EMs 1
O.

79
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